gl_state.cpp 10 KB

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  1. // Copyright 2015 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <iterator>
  5. #include <glad/glad.h>
  6. #include "common/logging/log.h"
  7. #include "video_core/renderer_opengl/gl_state.h"
  8. OpenGLState OpenGLState::cur_state;
  9. OpenGLState::OpenGLState() {
  10. // These all match default OpenGL values
  11. cull.enabled = false;
  12. cull.mode = GL_BACK;
  13. cull.front_face = GL_CCW;
  14. depth.test_enabled = false;
  15. depth.test_func = GL_LESS;
  16. depth.write_mask = GL_TRUE;
  17. color_mask.red_enabled = GL_TRUE;
  18. color_mask.green_enabled = GL_TRUE;
  19. color_mask.blue_enabled = GL_TRUE;
  20. color_mask.alpha_enabled = GL_TRUE;
  21. stencil.test_enabled = false;
  22. stencil.test_func = GL_ALWAYS;
  23. stencil.test_ref = 0;
  24. stencil.test_mask = 0xFF;
  25. stencil.write_mask = 0xFF;
  26. stencil.action_depth_fail = GL_KEEP;
  27. stencil.action_depth_pass = GL_KEEP;
  28. stencil.action_stencil_fail = GL_KEEP;
  29. blend.enabled = true;
  30. blend.rgb_equation = GL_FUNC_ADD;
  31. blend.a_equation = GL_FUNC_ADD;
  32. blend.src_rgb_func = GL_ONE;
  33. blend.dst_rgb_func = GL_ZERO;
  34. blend.src_a_func = GL_ONE;
  35. blend.dst_a_func = GL_ZERO;
  36. blend.color.red = 0.0f;
  37. blend.color.green = 0.0f;
  38. blend.color.blue = 0.0f;
  39. blend.color.alpha = 0.0f;
  40. logic_op.enabled = false;
  41. logic_op.operation = GL_COPY;
  42. for (auto& texture_unit : texture_units) {
  43. texture_unit.Reset();
  44. }
  45. draw.read_framebuffer = 0;
  46. draw.draw_framebuffer = 0;
  47. draw.vertex_array = 0;
  48. draw.vertex_buffer = 0;
  49. draw.uniform_buffer = 0;
  50. draw.shader_program = 0;
  51. draw.program_pipeline = 0;
  52. scissor.enabled = false;
  53. scissor.x = 0;
  54. scissor.y = 0;
  55. scissor.width = 0;
  56. scissor.height = 0;
  57. viewport.x = 0;
  58. viewport.y = 0;
  59. viewport.width = 0;
  60. viewport.height = 0;
  61. clip_distance = {};
  62. }
  63. void OpenGLState::Apply() const {
  64. // Culling
  65. if (cull.enabled != cur_state.cull.enabled) {
  66. if (cull.enabled) {
  67. glEnable(GL_CULL_FACE);
  68. } else {
  69. glDisable(GL_CULL_FACE);
  70. }
  71. }
  72. if (cull.mode != cur_state.cull.mode) {
  73. glCullFace(cull.mode);
  74. }
  75. if (cull.front_face != cur_state.cull.front_face) {
  76. glFrontFace(cull.front_face);
  77. }
  78. // Depth test
  79. if (depth.test_enabled != cur_state.depth.test_enabled) {
  80. if (depth.test_enabled) {
  81. glEnable(GL_DEPTH_TEST);
  82. } else {
  83. glDisable(GL_DEPTH_TEST);
  84. }
  85. }
  86. if (depth.test_func != cur_state.depth.test_func) {
  87. glDepthFunc(depth.test_func);
  88. }
  89. // Depth mask
  90. if (depth.write_mask != cur_state.depth.write_mask) {
  91. glDepthMask(depth.write_mask);
  92. }
  93. // Color mask
  94. if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
  95. color_mask.green_enabled != cur_state.color_mask.green_enabled ||
  96. color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
  97. color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
  98. glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled,
  99. color_mask.alpha_enabled);
  100. }
  101. // Stencil test
  102. if (stencil.test_enabled != cur_state.stencil.test_enabled) {
  103. if (stencil.test_enabled) {
  104. glEnable(GL_STENCIL_TEST);
  105. } else {
  106. glDisable(GL_STENCIL_TEST);
  107. }
  108. }
  109. if (stencil.test_func != cur_state.stencil.test_func ||
  110. stencil.test_ref != cur_state.stencil.test_ref ||
  111. stencil.test_mask != cur_state.stencil.test_mask) {
  112. glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
  113. }
  114. if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
  115. stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
  116. stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
  117. glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail,
  118. stencil.action_depth_pass);
  119. }
  120. // Stencil mask
  121. if (stencil.write_mask != cur_state.stencil.write_mask) {
  122. glStencilMask(stencil.write_mask);
  123. }
  124. // Blending
  125. if (blend.enabled != cur_state.blend.enabled) {
  126. if (blend.enabled) {
  127. ASSERT(!logic_op.enabled);
  128. glEnable(GL_BLEND);
  129. } else {
  130. glDisable(GL_BLEND);
  131. }
  132. }
  133. if (blend.color.red != cur_state.blend.color.red ||
  134. blend.color.green != cur_state.blend.color.green ||
  135. blend.color.blue != cur_state.blend.color.blue ||
  136. blend.color.alpha != cur_state.blend.color.alpha) {
  137. glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
  138. }
  139. if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
  140. blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
  141. blend.src_a_func != cur_state.blend.src_a_func ||
  142. blend.dst_a_func != cur_state.blend.dst_a_func) {
  143. glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func,
  144. blend.dst_a_func);
  145. }
  146. if (blend.rgb_equation != cur_state.blend.rgb_equation ||
  147. blend.a_equation != cur_state.blend.a_equation) {
  148. glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
  149. }
  150. // Logic Operation
  151. if (logic_op.enabled != cur_state.logic_op.enabled) {
  152. if (logic_op.enabled) {
  153. ASSERT(!blend.enabled);
  154. glEnable(GL_COLOR_LOGIC_OP);
  155. } else {
  156. glDisable(GL_COLOR_LOGIC_OP);
  157. }
  158. }
  159. if (logic_op.operation != cur_state.logic_op.operation) {
  160. glLogicOp(logic_op.operation);
  161. }
  162. // Textures
  163. for (std::size_t i = 0; i < std::size(texture_units); ++i) {
  164. const auto& texture_unit = texture_units[i];
  165. const auto& cur_state_texture_unit = cur_state.texture_units[i];
  166. if (texture_unit.texture_2d != cur_state_texture_unit.texture_2d) {
  167. glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
  168. glBindTexture(GL_TEXTURE_2D, texture_unit.texture_2d);
  169. }
  170. if (texture_unit.sampler != cur_state_texture_unit.sampler) {
  171. glBindSampler(static_cast<GLuint>(i), texture_unit.sampler);
  172. }
  173. // Update the texture swizzle
  174. if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
  175. texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
  176. texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
  177. texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
  178. std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
  179. texture_unit.swizzle.b, texture_unit.swizzle.a};
  180. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
  181. }
  182. }
  183. // Framebuffer
  184. if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
  185. glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
  186. }
  187. if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
  188. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
  189. }
  190. // Vertex array
  191. if (draw.vertex_array != cur_state.draw.vertex_array) {
  192. glBindVertexArray(draw.vertex_array);
  193. }
  194. // Vertex buffer
  195. if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
  196. glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
  197. }
  198. // Uniform buffer
  199. if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
  200. glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
  201. }
  202. // Shader program
  203. if (draw.shader_program != cur_state.draw.shader_program) {
  204. glUseProgram(draw.shader_program);
  205. }
  206. // Program pipeline
  207. if (draw.program_pipeline != cur_state.draw.program_pipeline) {
  208. glBindProgramPipeline(draw.program_pipeline);
  209. }
  210. // Scissor test
  211. if (scissor.enabled != cur_state.scissor.enabled) {
  212. if (scissor.enabled) {
  213. glEnable(GL_SCISSOR_TEST);
  214. } else {
  215. glDisable(GL_SCISSOR_TEST);
  216. }
  217. }
  218. if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
  219. scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
  220. glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
  221. }
  222. if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
  223. viewport.width != cur_state.viewport.width ||
  224. viewport.height != cur_state.viewport.height) {
  225. glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
  226. }
  227. // Clip distance
  228. for (size_t i = 0; i < clip_distance.size(); ++i) {
  229. if (clip_distance[i] != cur_state.clip_distance[i]) {
  230. if (clip_distance[i]) {
  231. glEnable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
  232. } else {
  233. glDisable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
  234. }
  235. }
  236. }
  237. cur_state = *this;
  238. }
  239. OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
  240. for (auto& unit : texture_units) {
  241. if (unit.texture_2d == handle) {
  242. unit.Unbind();
  243. }
  244. }
  245. return *this;
  246. }
  247. OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
  248. for (auto& unit : texture_units) {
  249. if (unit.sampler == handle) {
  250. unit.sampler = 0;
  251. }
  252. }
  253. return *this;
  254. }
  255. OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
  256. if (draw.shader_program == handle) {
  257. draw.shader_program = 0;
  258. }
  259. return *this;
  260. }
  261. OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
  262. if (draw.program_pipeline == handle) {
  263. draw.program_pipeline = 0;
  264. }
  265. return *this;
  266. }
  267. OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
  268. if (draw.vertex_buffer == handle) {
  269. draw.vertex_buffer = 0;
  270. }
  271. if (draw.uniform_buffer == handle) {
  272. draw.uniform_buffer = 0;
  273. }
  274. return *this;
  275. }
  276. OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
  277. if (draw.vertex_array == handle) {
  278. draw.vertex_array = 0;
  279. }
  280. return *this;
  281. }
  282. OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
  283. if (draw.read_framebuffer == handle) {
  284. draw.read_framebuffer = 0;
  285. }
  286. if (draw.draw_framebuffer == handle) {
  287. draw.draw_framebuffer = 0;
  288. }
  289. return *this;
  290. }